101 Tests I’d rather do than what has been implemented the past two months1: Ground Oils
2: Equipping a second proc set causes Sheogorath to unleash a curse, resulting in both sets constantly proccing on the user.
3: Siege weapons, camps, and other unstackable consumables stack. Think of all the server calculations you can eliminate by not tracking thousands of unnecessary hit points!
4: The defensive Scroll bonus is given the extra buff called “proc breaker,” which has the same functionality of the old Shieldbreaker set Vs. proc set users.
5: Sheogprath in his lunacy decides that the Hammer’s strength draws from one of the back “tri-keeps” of the Alliance that possesses it. If the Tri-Keep is captured, the hammer instantly disappears from the user and spawns at the keep.
6: Every proc set you wear decreases your AP gain by 25%
7: For one week, Dragonknights are given the cloak skill and Templars the streak skill. In their place Nightblades get Stone First and Sorcerers get Radiant aura.
8: Players are only eligible for Emperor once a campaign. Upon losing the title, they are disgraced and must wait until the next campaign to recover their reputation.
9: If you attempt to apply a second proc on an opposing player while at maximum range, you lose all CC immunity, are chained into the opponent, stunned, immobilized, and take 10K oblivion damage.
10: For one week, the devs must get a cumulative total of 1000 killing blows playing magicka Wardens. If they fail to reach this number, they are forced to devote an entire patch to improving that class based on the feedback provided by magikca Warden mains.
11: If a Guild claims a keep, it’s actually theirs. They can craft a banner/standard that flies on flags and hangs from the walls. If the keep is in enemy territory and that enemy faction has the same population level, any item sold by the guild merchants generates an additional 10% revenue and items cost 10% less. Guild guards are stronger than generic guards and can receive further buffs if their guild donates revenue. For every successful defense, the guild’s keep reputation grows and a boss NPC mercenary spawns looking for glory. Upon successful capture, players are rewarded with random looted goods (mats, gold, etc.).
12: For every negative damage proc or status effect inflicted by an enemy that comes from an armor set, you gain +10%:
- Weapon and spell damage
- Resource Regeneration
- Armor
- Attribute bonus
13: The bridges and gates are no longer destructible. Instead these are capturable. Each contributes to an Alliance score and grants a continuous 3% bonus to resource recovery for the AD or EP alliance that controls them to represent the military logistic value controlling them would provide.
14: Upon the 3rd consecutive cast of Snipe, you break your bow and suffer a hand injury the reduces your health, damage, and stamina regeneration by 40%. This debuff lasts until death.
15: The 1.5 version of the game in put on Live servers
16: The 1.1 version of the game is put on Live severs (version immediately before the “Lighting Patch”)
17: The offensive Scroll bonus is given the extra buff called “proc destroyer,” in which every actual class skill is empowered against players equipping proc sets.
18: Supply wagons travel in-between each enemy keep. Destroying them rewards players with loot such as columbine, tempers, and other stuff.
19: Every proc set in the game functions as the Wabbajack.
20: For one week, if the AD population has a que, any AD who enters stealth or just sits on the top floor of a keep spamming bow light attacks is automatically logged out of Cyrodiil and into the game’s tutorial so they can be replaced by players who will actually contribute when needed.
21: For one week, any EP Dragonknight that holds block for more than 5 seconds is automatically logged out of the game and a sleep inducing Youtube video of calming music with pretty picturesque landscapes plays on their computer.
22: For one week, any DC who logs on an orc stamina sorcerer is booted from the game and cannot log back in until they sit through the entirety of one of their inspiration’s 4 hour rants on a set of patchnotes.
23: Grand Warlord Sorcalin stops barking me to do these things and actually gets her armor dirty. If an alliance has a lower pop count than the other two alliances and Alessia, Roe, and one of the back keeps (Blackboot and Bloodmayne) are burst, she leave her command posts and joins the fight with a retinue of elite bodyguards. Upon reaching zero health, she teleports to the AD field hospital and must stay there for 60 minutes.
24 A new quest appears: “kill 20 proc set users.” Upon completion of this quest, the player is rewarded 1000 crowns. This is not a daily, it is repeatable indefinitely.
25: The Ayleid wells only release their buff to players who successfully defeat an opponent in its vicinity. This buff lasts 10 minutes regardless.
26: There are capture nodes all over Cyrodiil that flip about as quickly as the domination flags in Battlegrounds. These control a small region around them which is turned red, yellow, or blue on players Alliance war maps depending on which alliance controls them. Every time they flipped, capturing players have a chance to be rewarded Tel var stones.
27: Every proc set in the games scales on spell/weapon damage and its cooldown scales off your weapon/spell regeneration.
28: Strategic resources are put in random places on the map. Players who capture them get raw mats and give the alliance access to a strategic resource that provides a Cyrodiil wide effect.
29: If you log on a templar and 1) have damage skills other than Jesus Beam slotted and 2) greater than 2000 unbuffed spell damage, the game feels sorry for you and reverts every skill and passive to their original functionality.
30: Black/Pirate/Mercenary faction. Their population cap is half whatever the alliances get. Mercs can harm each other but grouping up flags the group as allies.
31: You can mount in combat. Doing so removes any CC immunity and resets the horse’s stamina to zero.
31: Dynamic ultimate is awarded to players who don’t use proc sets.
32: Resurrection sickness debuffs (this includes camps)
33: If you bring in a no damage block tank, then …. nevermind, I’d rather encounter that than people who wear 4 proc sets.
34: Molag Bol sends down PvE trial bosses because he is annoyed that the original protagonist has been reduced to the Alik'r Dolmen grind. These bosses spawn if the dolmens are not periodically defeated. Spawned bosses head for the nearest keep. The boss can take down walls. If it gets inside the inner, the keep is now controlled by daedric forces.
35: Successfully interrupting a resurrection causes the rezzer’s screen to black out for 3 seconds.
36: If you rez someone while having another resurrection pending, it is the original rez request that fails and is overwritten by the new one.
37: There is DK week: They can leap into keeps, their wings reflect projectiles, ultimate resource gain tied to highest stat.
38: There is sorcerer week: Shields last 20 seconds, crystal frags stun, Overload gives a third bar.
39: There is Warden week. Nope. Every week since 2017 has been warden week.
.
.
.
Just kidding. Deep Fissure and Permafrost stuns. Cliff racers can still be dodged, you’re not getting that one back.
40: There is Necromancer week. Magicka Necromancers can respec to stamina for free.
41: There is Nightblade week. The class is reverted to its 1.6 version. Any account the complains publicly about cloak losses 10K gold from their bank for every complaint.
42: There is Templar week. No there isn’t. It would take a year’s worth of reprograming them game to make them fun to play again.
43: Players who siege postern doors have the projectile rebounded back at them while Molag Bol laughs in the background.
44: When someone takes a siege weapon from another player, if the original owner clicks on the player, there is an option to prompt a huge “please get off my siege weapon, I was using it” notice on the thief’s user interface. If this request is ignored, after 5 seconds, the original owner gets an additional option to launch the thief miles in the air ala the giants in Skyrim.
45: The Ice trebuchet debuff can’t be purged. Note: only this weapon because it’s so bad and so hard to use effectively.
46: Players (and horses) travel faster along roads and consume less stamina
47: Periodically the Barn outside of Castle Faregyl receives its own flag on the top floor when all alliances are pop locked. Any player(s) who flips the flag is tagged by the server to receive gold in their bank every 5 minutes the barn is successfully held. Players killed in the immediate vicinity of the barn are worth double AP.
48: Players can be knocked off walls and towers (but not from just standing on the grate).
49: The Adept Rider’s 5-piece bonus allows the user to cast all of their skills when on horseback.
50: Group changes
If you are in a group between 4-7:
- You are worth 50% more AP for those killing you.
- Getting a killing blow on the “Crown” rewards the player with a 5 minute “crown slayer” buff
If you are in a group between 8 – 11:
- You are worth 75% more AP for those killing you.
- You have attained a notoriety that has attracted the attention of other alliances. Getting 20 kills on these players results in a quest bonus.
- Getting a killing blow on the “Crown” rewards the player with a 10 minute “Crown executioner” buff.
If you are in group between 12 – 15:
- You are worth 100% more AP for those killing you.
- You are a known menace to the other alliances. Getting 40 kills on these players rewards a token. Upon getting say 40 tokens, players are rewarded with a collectible that will never be sold in the Crown store, dropped in a PvE event, and is so awesome everybody in the game will want multiple of them.
- Getting a killing blow on the “Crown” rewards the payer with a 20 minute “Crown exterminator” buff.
There are no groups larger than 15.
And I just realized jerks will totally abuse the token system. Perhaps there’s a way the server can track legitimate combat?
51: You do not get rewards from the worthy. Instead the game deposits the gold equivalent directly into your bank and recall stone in your inventory if the RNG check passes.
52: Capturing a resource or keep does not automatically remove an enemy forward camp.
53: Emperors can be dethroned by the disgraceful act of losing a home Elder Scroll.
54: Coldfire Oils can be looted from Dolmens
55: Forgotten ultimates appreciation week! DK: Standard of Might morph has everything doubled (duration, damage, defile, mitigation, etc) and enemies that die in it award the DK 30 ultimate.
56: Warden: Bear attacks has effect similar to DK Leap.
57: Sorcerer: Charged Storm Atronach morph moves to engage targets, and pulses an AoE every three seconds.
58: Templar: Nova activates it synergy upon landing. Synergy can be reactivated halfway through its duration.
59: Nightblade: Consuming Darkness offers allies inside immunity from any hostile ground effect.
60: Necromancer: The Animate Blastbones morph no longer rezzes allies. Instead it turns all the enemy corpses in range waiting for a resurrection into a Blastbones. The corpses no longer can receive a resurrection or spawn at a forward camp. Now instead of fighting Pug Zombie hordes they can be used as an advantage :P
61: Throughout Cyrodiil there are three components to constructing a siege tower (blueprints, raw materials, specialized tools). When a player has acquired all three, they can attempt to construct a siege tower anywhere in the radius of a keep. To do so, they must stay in the same position and a locked into an animation for X amount of time. If they are killed, the project fails, and the materials are lost. If they succeed, the tower can be rolled to an outer keep wall from which attackers can enter via a ramp. Note: the tower can be destroyed and when destroyed all players inside take the damage from whatever caused the destruction of the tower, plus fall damage, are stunned and immobilized for 5 seconds as debris and bodies imped their attempts to get up. The three components are guarded by something akin to the patrolling horrors in the IC sewers.
62: Each golden armor set with the Invigorating trait has a 15% chance of absorbing/nullifying any negative proc from an enemy player’s gear.
63: When the server is pop-locked, once every 12 hours or so the Cave Northeast of Arrius (the one where EP gets farmed that has the intricate tunnel system that leads up to the Mountain sky shard with the Giant) and the village of Hackdirt have three shards of a daedric artifact that spawns (randomly) inside them. These can be interacted just like Elder scrolls (i.e. interruptible and dropped on death), although daedric forces will not allow them to leave the cave/Hackdirt. If all 3 are held by two people from the same Alliance, that Alliance immediately gets 1000 points towards its total and the two players have double their attribute scores for 20 minutes.
64: If you have a 5-star rank and fire a siege weapon at opponents who are outnumbered, you are reduced by one rank.
65: If you run around the same terrain feature (rock, tower, whatever) for three consecutive times, your feet get tripped up and are stunned and immobilized, regardless of anything else.
66: If any alliance drops the scroll into lava or slaughterfish, the Elder Scrolls does not reward such actions and it is not returned to where it was last. Instead it randomly spawn in-between two keeps controlled by opposing alliances.
67: Upon reaching alliance rank 3, when you mount your horse, the first skill slot on your bar effectively becomes Rapid Maneuver and automatically reverts to what you originally had when dismounting.
68: No matter the situation, if for 15 seconds you have not inflicted or taken any damage, healed or (de) buffed a player in combat, the game clears out any negative status effects and tags you as not in combat.
69: If a player uses multiple proc sets, the Augur of the Obscure spawns over their head and mocks the player whenever a proc activates on an opponent.
70: Cyrodiil’s engineers finally figure out that the present configuration of the keeps performs the exact opposite of their intention since more meatbags and Scatttershots weapons can fire onto the “defensive bastion” than the defenders can fire back. So they’ve developed magic called “clean floor” that allows the initial impact of these weapons to function normally, but not the ground debuff on the top floor of keeps. They ran out of funds before getting to the bottom floor though.
71: For one week, all cast times are disabled.
72: A new Cyrodiil collectible is sold called supply dump. If a sieging force fails to set up and defend the supply dump, their weapons fire 50% slower due to ammunition shortages. The supply dump must be placed outside of the keep and only effects siege weapons in its radius.
73: If you wear multiple proc sets, you obtain no rewards from the worthy because you haven’t accomplished anything worthy of note.
74: Every time a developer attempts to enter a PvP environment, the game will not let them until they have completed the following achievement:
Jesus is not a Templar. Completing this requirement requires: 1) magicka to be the player’s highest attribute, 2) 100 killing blows with Templar skills that are not Radiant Destruction, 3) having the Living Dark and the Radiant Aura skills on their bars.
75: Adopt a PuG week. For one week, the developers put up tents in the alliance home base and mentors/volunteers staff these tents where players can come seeking advice how to improve their play. Each tent is devoted to a particular aspect of te game (one tent might be “group play,” another “healing,” another for “solo,”etc.) Mentors are encouraged to play with the PuGs (such as dueling, inviting to group, etc.) mentors.
76: For one week, make it possible for players to enter the home base of other factions if an alliance succeeds at a map requirement. It was a bug back early in the game, but one of the most fun times I ever had playing :P
77: There are supply caches located in-between keeps. If these points are under the control of an opposing faction, keeps that cannot trace an unbroken line to a dump or home base counts for only 2/3 their potential alliance score and any siege weapon in its vicinity take 25% longer to fire.
78 Every hour, your alliance is rewarded points proportionally to how long during the hour it held the objective, so as not to make 59 minutes of 60 minutes irrelevant.
79 Until you attained the Ten Under Five achievement on a specific class (it’s something that requires a lot of playtime), whenever you make a post advocating a nerf to that class, the post is deleted, the thread locked, and your account banned for 72 hours for violating Zos’s terms of service regarding spam.
80 In 36 locations throughout Cyrodiil are shards of a powerful weapon that periodically spawn with a control flag that can be acquired by a player who flips the flag. In total there are 18 different shards. If a player manages to collect all 18 shards during a campaign, they are rewarded with a random Arena weapon. If the managed to get two sets, they get a perfected weapon
81 Alessia Bridge, Chalman Gate, and the Ash-Nickel gate are not destroyable. Instead they are objectives. If an Alliance holds the two keeps on either side of the objective, they must also control the gate or the alliance only receives 50% score for a cut off-keep, the maximum wall strength is reduced, and repair kits are only 50% as effective to simulate lack of supply/maintenance/etc. Also, if an alliance captures the objective furthest away from its home base (DC Alessia Bridge, AD, Chalman Gate, etc.), then that alliance receives a 10% bonus to its overall war score.
82 Since I’m going through the trouble of making the Alliance war interesting, the rewards need to also be interesting. Put as much effort into rewarding AvAvA as is put into the Crown Store.
83 The Mundas Stones around Cyrodiil are capturable and provide 10% of their effect to Alliance the controls them. For the player(s) that capture it, they get 20%. Note: only one additional 20% buff can be active at one time. The game provides you a choice to keep an old buff or replace it with a new one.
84 The new outposts constructed by the Alliances (Carmala, Winter’s Peak, Harlun) were specifically and quickly constructed for strategic reasons. If the Home Alliance loses control of their new outpost, the entire alliance is hit with a 10% debuff to their health attribute and the alliance only gets 80% of its Alliance points to simulate the served connection to off-map supplies/logistics/etc.
85 I didn’t play a Nightblade back when they could do interesting things aside from do damage and cloak away, but whatever the mechanics were that enabled them to “sap tank” is put back into the game for one week.
86 For one week a third morph of every skill is offered: its original functionality.
87 Taunts work on players. They last for 5 seconds. If a player is over-taunted, they are immune to the taunt effect for 15 seconds. Taunted players do 33% less damage overall except to the taunter, which they do 33% more damage to.
88 The Kick Ball memento can be used in Cyrodiil. If a Khajiit player is within 22 meters of a kicked ball, until they go an investigate by interacting with it, they suffer a 25% penalty to all their stats due to being distracted. A Khajiit who does not wear any proc sets is immune to this effect.
89 A player who has streak of 15 killing blows without dying is declared to be a menace and a bounty is placed of them. Their character model is given a conspicuous glow and an opponent who gets the killing blow is awarded X amount of tel var stones.
90 The Kingscrest Milegate is turned into an objective. If DC capture it and can trace an unbroken line of control from it to Winter’s Peak, then DC can port directly to the milegate (they cannot port back; this is meant to simulate establishing a bridgehead). These same mechanics apply for EP for Bay Bridge – Cropsford and AD for Chorrol milegate – Carmala
91 If you have the burning status effect and a DK hits you with a heavy attack, you explode for 4K damage. This and all the following heavy attack mechanics have a 15 second cooldown per target.
92 If you are concussed and a sorcerer hits you with a heavy attack, an AoE pulse centers on you in an 8-meter radius for 2.5K damage.
93 If you are chilled and a Warden his you with a heavy attack, a lingering chill inflicts cold damage for 5 seconds and reduces your stamina recovery by 15%.
94 If you are poisoned and a Nightblade hits you with a heavy attack, toxins slowly sap your health for 5 seconds and reduces your magicka recovery by 15%.
95 If you are diseased and a Necromancer hit you with a heavy attack, Necrotic magic transfers the 3 most harmful negative status effects from the Necromancer to the target.
96 If you have the burning status effect and a templar hits you with a heavy attack, her holy power transfers 2K health from the target and heals her for 2K.
97 Imperial guerillas. The Imperials are a playable faction.
- Have the art team design and build something that looks like a guerrilla headquarters (say it’s in the IC) for quest turn ins, supplies, etc.
- Imperials can transitus from their home base to any of the old Imperial Sewer entrances and any of the Imperial soldier camps if the NPCs are alive. Their transitus cannot be broken (except by killing the aforementioned NPCs) as there are guerillas everywhere.
- If the Imperials capture a resource, instead of soldiers and workers, it’s used as a hideout for rebels, bandits, and adventurers. These NPCs make liberal use of the Snipe and Shade skills to simulate their hit and run tactics. If the flag is flipped, they all come out of hiding and launch an all-out attack to retake the flag.
- An Imperial controlled resource spawns an additional NPC every 3 minutes until it reaches a cap, where it spawns a boss.
- Guerillas know their homeland better and receive a 15% bonus to their mounted speed.
- Guerillas do not PvDoor and thus receive zero base alliance points for capturing an objective (though they are still rewarded a tick that comes from players who died).
- Guerillas do ambush invaders and thus receive +25% AP for killing enemy players.
- Guerillas don’t have much experience with siege; these weapons do only 50% damage when used by them.
- Guerillas do know the proverbial “forgotten secret tunnel entrance that’s been gated for centuries” entry into a keep. If the Imperials place a forward camp and defend it/prevent it from being destroyed for 5 minutes, they are teleported to the upper inner floor and can proceed to flip the flags. At the 2:30 mark, scouts detect the ruckus and the location of the Forward Camp appears on the map. The Keep bursts when the Imperials either flip one flag or turn both white.
- An Imperial Emperor is beloved by her countrymen who assist her endeavors and impede the invaders. She can teleport anywhere and anytime (if they survive the animation that is).
98: After the successful capture of a keep and the repair of any damaged postern/wall, no matter what under every single circumstance zero exceptions, the keep is unburst and the victorious players can immediately teleport out
99: The “tri keeps” have an additional capture flag on the top floor.
100: The Transmute stone reward method is redone. Instead of logging on 18 alts people don’t really want to play and getting participation trophies simply by zerg-surfing for an hour, an account can earn of maximum of (18*50=900) stones as campaign rewards. There is a bar that tracks transmute AP for the whole account, and how far it is filled determines how many transmute stones the player gets. A few twists though:
- An account must select a transmute faction; they can still play on other factions, but the bar only fills up by earning AP for the chosen faction
- The transmute bar fills only by completing strategic objectives that aid the faction (capturing and defending keeps, resources, doing the PvP quests offered, any of my ideas listed above).
- Killing enemy players at a strategic objective also fills the transmute bar
- PvDooring an undefended keep/resources awards nothing (though a quest to capture the objective and defending it still fill the transmute bar).
- When the server is population locked, the amount of transmute AP is doubled
- A faction that has a higher population than the other two causes the transmute bar to fill at only 50%
- If a faction takes an Elder Scroll from an opposing faction that is pop-locked, transmute AP receives a +10% bonus
- You can increase the transmute bar by killing players who use multiple proc sets
- A player whose faction wins a contested campaign (say the margin for victory is within 20% of the final score), receives triple modifier to their total number of stones. The second-place faction receives double.
- There is also a daily transmute AP tracker in which an account can receive 5 transmute stones in a 24-hour period.
101 A player who successfully capture a scroll held by a pop-locked faction receives and achievement and a buff of righteousness that lasts 2 hours.
I lied
102: Permanent Midyear Mayhem. For some strange reason, these events have turned from lagfests I disconnected from every 5 minutes into something that is actually better than normal Cyrodiil performance.
These changes bring meaning to the AvAvA campaigns, provided an incentive for players to choose one faction and win them, given solo players/small groups ways to help their Alliance score, reasons to spread everyone all over that huge map, incentives for PvP to actually make a profit, made faction-stacking counter-productive, added new dynamics into a stale map and system that hasn't been touched in years, tie the rewards to competitive servers, and injected much needed fun. With these selfish incentives to get the population to spread out, there's now no need for any more cooldown tests that completely drain the fun out of playing.